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Clarifying remarks about pitch, yaw, and roll #1025

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Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.matrix.XMMatrixRotationRollPitchYaw(float,fl
ms.date: 12/05/2018
ms.keywords: Use DirectX..XMMatrixRotationRollPitchYaw, XMMatrixRotationRollPitchYaw, XMMatrixRotationRollPitchYaw method [DirectX Math Support APIs], dxmath.xmmatrixrotationrollpitchyaw
req.header: directxmath.h
req.include-header:
req.include-header:
req.target-type: Windows
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.namespace: Use DirectX.
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
targetos: Windows
req.typenames:
req.redist:
req.typenames:
req.redist:
ms.custom: 19H1
f1_keywords:
- XMMatrixRotationRollPitchYaw
Expand Down Expand Up @@ -76,9 +76,12 @@ Angles are measured clockwise when looking along the rotation axis toward the or

The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.

> [!NOTE]
> This function takes x-axis, y-axis, and z-axis angles as input parameters. The assignment of the labels *pitch* to the x-axis, *yaw* to the y-axis, and *roll* to the z-axis is a common one for computer graphics and games, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).

<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

## -see-also

<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.matrix.XMMatrixRotationRollPitchYawFromVecto
ms.date: 12/05/2018
ms.keywords: Use DirectX..XMMatrixRotationRollPitchYawFromVector, XMMatrixRotationRollPitchYawFromVector, XMMatrixRotationRollPitchYawFromVector method [DirectX Math Support APIs], dxmath.xmmatrixrotationrollpitchyawfromvector
req.header: directxmath.h
req.include-header:
req.include-header:
req.target-type: Windows
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.namespace: Use DirectX.
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
targetos: Windows
req.typenames:
req.redist:
req.typenames:
req.redist:
ms.custom: 19H1
f1_keywords:
- XMMatrixRotationRollPitchYawFromVector
Expand Down Expand Up @@ -56,7 +56,7 @@ Builds a rotation matrix based on a vector containing the Euler angles (pitch, y

### -param Angles [in]

3D vector containing the Euler angles in the order pitch, then yaw, and then roll.
3D vector containing the Euler angles in the order x-axis (pitch), then y-axis (yaw), and then z-axis (roll). The W element is ignored.

## -returns

Expand All @@ -66,12 +66,14 @@ Returns the rotation matrix.

Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.

The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global
coordinate frame.
The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.

> [!NOTE]
> This function takes x-axis, y-axis, and z-axis angles as input parameters. The assignment of the labels *pitch* to the x-axis, *yaw* to the y-axis, and *roll* to the z-axis is a common one for computer graphics and games, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).

<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

## -see-also

<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-matrix">DirectXMath Library Matrix Functions</a>
Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.quaternion.XMQuaternionRotationRollPitchYaw(
ms.date: 12/05/2018
ms.keywords: Use DirectX..XMQuaternionRotationRollPitchYaw, XMQuaternionRotationRollPitchYaw, XMQuaternionRotationRollPitchYaw method [DirectX Math Support APIs], dxmath.xmquaternionrotationrollpitchyaw
req.header: directxmath.h
req.include-header:
req.include-header:
req.target-type: Windows
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.namespace: Use DirectX.
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
targetos: Windows
req.typenames:
req.redist:
req.typenames:
req.redist:
ms.custom: 19H1
f1_keywords:
- XMQuaternionRotationRollPitchYaw
Expand Down Expand Up @@ -72,17 +72,17 @@ Returns the rotation quaternion.

## -remarks

The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions,
where the X, Y, and Z components are the vector part and the W component is the scalar part.
The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions, where the X, Y, and Z components are the vector part and the W component is the scalar part.

Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.

The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate
frame.
The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate frame.

> This function takes x-axis, y-axis, z-axis angles as input parameters. The assignment of the labels *pitch* to the x-axis, *yaw* to the y-axis, and *roll* to the z-axis is a common one for computer graphics and games as it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (i.e. *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).

<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

## -see-also

<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>
<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>
Original file line number Diff line number Diff line change
Expand Up @@ -9,25 +9,25 @@ ms.assetid: M:Microsoft.directx_sdk.quaternion.XMQuaternionRotationRollPitchYawF
ms.date: 12/05/2018
ms.keywords: Use DirectX..XMQuaternionRotationRollPitchYawFromVector, XMQuaternionRotationRollPitchYawFromVector, XMQuaternionRotationRollPitchYawFromVector method [DirectX Math Support APIs], dxmath.xmquaternionrotationrollpitchyawfromvector
req.header: directxmath.h
req.include-header:
req.include-header:
req.target-type: Windows
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.target-min-winverclnt:
req.target-min-winversvr:
req.kmdf-ver:
req.umdf-ver:
req.ddi-compliance:
req.unicode-ansi:
req.idl:
req.max-support:
req.namespace: Use DirectX.
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
req.assembly:
req.type-library:
req.lib:
req.dll:
req.irql:
targetos: Windows
req.typenames:
req.redist:
req.typenames:
req.redist:
ms.custom: 19H1
f1_keywords:
- XMQuaternionRotationRollPitchYawFromVector
Expand Down Expand Up @@ -56,25 +56,26 @@ Computes a rotation quaternion based on a vector containing the Euler angles (pi

### -param Angles [in]

3D vector containing the Euler angles in the order pitch, yaw, roll.
3D vector containing the Euler angles in the order x-axis (pitch), then y-axis (yaw), and then z-axis (roll). The W element is ignored.

## -returns

Returns the rotation quaternion.

## -remarks

The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions,
where the X, Y, and Z components are the vector part and the W component is the scalar part.
The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions, where the X, Y, and Z components are the vector part and the W component is the scalar part.

Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.

The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate
frame.
The order of transformations is roll first, then pitch, then yaw. The rotations are all applied in the global coordinate frame.

> [!NOTE]
> This function takes x-axis, y-axis, and z-axis angles as input parameters. The assignment of the labels *pitch* to the x-axis, *yaw* to the y-axis, and *roll* to the z-axis is a common one for computer graphics and games, since it matches typical 'view' coordinate systems. There are of course other ways to assign those labels when using other coordinate systems (for example, *roll* could be the x-axis, *pitch* the y-axis, and *yaw* the z-axis).

<h3><a id="Platform_Requirements"></a><a id="platform_requirements"></a><a id="PLATFORM_REQUIREMENTS"></a>Platform Requirements</h3>
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

## -see-also

<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>
<a href="/windows/desktop/dxmath/ovw-xnamath-reference-functions-quaternion">DirectXMath Library Quaternion Functions</a>